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Old 10-14-2019, 01:38 PM   #21
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Godlike Abilities [Powers]

OK. Is there any way of scaling up Regeneration to higher levels for FP/ER, then?
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Old 10-14-2019, 02:11 PM   #22
NineDaysDead
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Default Re: Godlike Abilities [Powers]

Quote:
Originally Posted by ericthered View Post
Oh, Its a Kromm Quote? that makes it easier to find:

Here it is.
How did you find it?!?!?!? I looked for ages!
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Old 10-14-2019, 03:24 PM   #23
AlexanderHowl
 
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Default Re: Godlike Abilities [Powers]

Interesting, so 10 FP/ER per turn is probably the best results by RAW.

On another note, another interesting godlike ability is TK 30 (Cosmic, +50%; Increased Range 46, +460%; Reflexive, +40%; Reliable, +10, +50%; Super-Lifting, +400%; Super-Striking, +900%) [3000]. At that level, you could strike with an effective ST of 200,000, dealing 20,000d of crushing damage, or lift an object with a weight of 4 megatons, at a distance of 1.9 ly. If you want to destroy planets, just double the level to TK 60, for 6000 CP, and you can do it from a distance, unlike those poor slobs that actually have to stand on planets to destroy them.
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Old 10-14-2019, 03:54 PM   #24
awesomenessofme1
 
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Default Re: Godlike Abilities [Powers]

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Originally Posted by AlexanderHowl View Post
Interesting, so 10 FP/ER per turn is probably the best results by RAW.

On another note, another interesting godlike ability is TK 30 (Cosmic, +50%; Increased Range 46, +460%; Reflexive, +40%; Reliable, +10, +50%; Super-Lifting, +400%; Super-Striking, +900%) [3000]. At that level, you could strike with an effective ST of 200,000, dealing 20,000d of crushing damage, or lift an object with a weight of 4 megatons, at a distance of 1.9 ly. If you want to destroy planets, just double the level to TK 60, for 6000 CP, and you can do it from a distance, unlike those poor slobs that actually have to stand on planets to destroy them.
Super-Striking includes normal Super-Effort. Note the description. It specifically says you can also use it on strikes. So for the same price, you could actually get TK 50 (All of your modifiers, +1000%) [2750], which should put you in planet-busting range.
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Old 10-14-2019, 05:09 PM   #25
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Default Re: Godlike Abilities [Powers]

OK, I'm not going to try to calculate this, but how would you stat up Silver Age Superboy, who in one comic panel from the 1950s or '60s dragged a long chain of planets from one galaxy to another (literally a chain, a rather large one, though I'm not sure what material the chain connecting the planets together was made from)? That's a very Godlike amount of strength (partially psychokinetic, if he wasn't using Kryptonian tech to keep them from falling apart on the journey), as well as Godlike FTL speed.

Silver Age comic book writers really had no sense of scale, but Silver Age Kryptonians (or rather their powers) do fit the theme of this thread.
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Old 10-14-2019, 05:29 PM   #26
AlexanderHowl
 
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Default Re: Godlike Abilities [Powers]

Quote:
Originally Posted by awesomenessofme1 View Post
Super-Striking includes normal Super-Effort. Note the description. It specifically says you can also use it on strikes. So for the same price, you could actually get TK 50 (All of your modifiers, +1000%) [2750], which should put you in planet-busting range.
Technically 55 is planet busting, I would just go ahead and increase it to TK 60 and Increase Range by another 20 levels, for a total modifier of +1,700 (for a total of 5,400 CP), so I can destroy stuff within ten million light years. With that much power, I have TK ST 60/40 billion, deal 4 billion dice of damage, and can hurl small planets at superluminal velocities.

Last edited by AlexanderHowl; 10-14-2019 at 06:08 PM.
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Old 10-15-2019, 03:28 PM   #27
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Default Re: Godlike Abilities [Powers]

While not ludicrously point heavy, this power setup is insane enough that no GM in their right mind would let it fly.

All Places, All Times lets a super instantly join with all of reality through all of time. From there, they are capable of viewing any location at any time and can then step out at that new location/time. They can bring along up to five companions (adjusted I suppose for your party size). The super and their companions are somewhat protected from alterations in the time line through shared Temporal Inertia. With the addition of Reflexive on Permeation, the super will find themselves automatically melded with the spacetime in the event of a surprise attack or event which requires their attention.

All Places, All Times (1612 pts)

Jumper (680 pts) - Affects Insubstantial +20%, Affects Others x5 +250%, Can Carry Objects (Heavy Enc) +30%, Cosmic +50%, Cosmic: No Die Roll Required +100%, Faster Concentration x10 +50%, Improved +10%, Link (can use separately) +20%, Reliable +10%.

Permeation: Everything (872 pts) - Affects Insubstantial +20%, Affects Others x5 +250%, Can Carry Objects (Heavy Enc) +30%, Cosmic +50%, Extended x5 (Gases, photons, subatomic particles, gravity waves, whatever your GM says is the substrate of the universe) +100%, Link +20%, Meld 2 +300%, Reflexive +40%, Timespanning (past and future) +100%.

Temporal Inertia (60 pts) - Affects others x5 +250%, Cosmic (those affected maintain memory of the original timeline even after losing contact with the initiator of this power) +50%
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Old 10-15-2019, 05:14 PM   #28
Celjabba
 
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Default Re: Godlike Abilities [Powers]

Edit : upgraded to "power modifier, cosmic : +50%" on everything instead of just UK3 and unaging, and added temperature tolerance, and heal radiation. Gone from [1000] to [1500]

Immortal [1500] :

You cannot die.
You don't age.

You ignore any hp damage and associated pain and penalties, although you still suffer knockback or follow-up effect.
You ignore poisons, diseases, radiation, high and low pressure and pressure change, are comfortable in a 3175° wide temperature zone (from absolute 0 to ~2220° (based on HT10) ) and don't need air, food or water to survive.
Your body and your mundane clothes are never visibly damaged.
Carried items may get damaged but follow you when you flicker.

If you would have taken over 10 point of injury in a single turn (or suffer from a 'you are dead' effect like an hearth attack affliction), you flicker for one second on the next turn.
If your body is in a situation where it couldn't avoid being damaged (between crushing walls, fallen in lava, ...), you flicker for one second and appear at the nearest open and safe point.

Hp 10 [0] , no more !
Unkillable III (power modifier, cosmic : +50%; mortal,-20%; cosmic rules exemption: respawn at nearest safe point +250% (300-50) ) [570]
Unaging(power modifier, cosmic : +50%) [23]

Regeneration (extreme; 10hp/sec) (power modifier, cosmic : +50%; heal radiation, +40%) [285]
Regrowth (act at regen speed) (power modifier, cosmic : +50%) [60]
High pain threshold (power modifier, cosmic : +50%) [15]

Payload 100 ((power modifier, cosmic : +50%; cosmic, hammerspace : +0% (50-50); exposed -50%; weight counts as encumbrance -50%) [50] (everything you carry up to X-heavy stay with your "self" instead of on your corpse, but is otherwise visible, can be damaged, ...)

Feature : fragile (dies at 0 HP or below)
Feature : corpse dissolve into nothing after death.
Perk : no visible damage [1]
Perk : sartorial integrity [1]
Perk : sanitized metabolism [1]

Immunity to metabolic hazards(power modifier, cosmic : +50%) [45]
Doesn’t Breathe (power modifier, cosmic : +50%) [30]
Doesn’t Eat or Drink (power modifier, cosmic : +50%) [15]
Pressure Support 3 (power modifier, cosmic : +50%) [23]
Vacuum Support (power modifier, cosmic : +50%) [8]
Radiation Tolerance 1000 (power modifier, cosmic : +50%) [68]
Temperature Tolerance 156 (power modifier, cosmic : +50%) [234] + Increased HT 10 (power modifier, cosmic : +50%; only for defining Temperature tolerance zone, -80%) [70]
Perk : No Degeneration in Zero-G [1]

-------------
Upgrade package 1 [195]:
This grant protection and self-repair to all carried gear

Add ";also affect payload, +100%" [+150] to Regeneration
Add ";forcefield, +20%" to :
Pressure Support 3 [+3]
Radiation Tolerance 1000 [+9]
Temperature Tolerance [+32]
Vacuum Support [+1]

You probably also want some DR to avoid repeat "death-stun" by small arms fire and other annoyance.
DR (power modifier, cosmic : +50%; forcefield,+20%; No signature, +20%) [9.5/level]

Last edited by Celjabba; 10-16-2019 at 05:38 PM.
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Old 10-15-2019, 05:18 PM   #29
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Godlike Abilities [Powers]

Without Cosmic on everything, it is easy enough to defeat. For example, someone could use Affliction (Negate Advantage) to get rid of most of the traits.
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Old 10-15-2019, 05:21 PM   #30
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Godlike Abilities [Powers]

As far as I'm aware, there's no reason you shouldn't get full points for Fragile in that situation. Just because the effects are mitigated by unrelated advantages doesn't mean it's not affecting you.
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